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劇本流:One Last JobOne Last Job

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One Last Job

Scenario
Easy / Standard L: -X. X is the number of Criminal enemies in play (to a maximum of 4). N: -2 (-4 instead if there is a Criminal enemy at your location). O: -3. If you fail, discard the top 3 cards of the encounter deck. Choose 1 Criminal enemy discarded by this effect and spawn it engaged with you.

↶ Flip Side

Hard / Expert L: -X. X is 1 more than the number of Criminal enemies in play. N: -3 (-5 instead if there is a Criminal enemy at your location). O: -4. If you fail, discard the top 6 cards of the encounter deck. Choose 1 Criminal enemy discarded by this effect and spawn it engaged with you. It makes an immediate attack.
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One Last Job

劇本
Easy / Standard L: -X. X is the number of Criminal enemies in play (to a maximum of 4). N: -2 (-4 instead if there is a Criminal enemy at your location). O: -3. If you fail, discard the top 3 cards of the encounter deck. Choose 1 Criminal enemy discarded by this effect and spawn it engaged with you.

背面資訊

Hard / Expert L: -X. X is 1 more than the number of Criminal enemies in play. N: -3 (-5 instead if there is a Criminal enemy at your location). O: -4. If you fail, discard the top 6 cards of the encounter deck. Choose 1 Criminal enemy discarded by this effect and spawn it engaged with you. It makes an immediate attack.

Arkham Nightlife

Agenda 1L 7
The moon casts long shadows that reach across the ground like searching fingers. You've always seen this city as home, but tonight Arkham feels like another place entirely.
U After the last clue is discovered from an Arkham location: Discard the top 3 cards of the encounter deck. One at a time, spawn each Criminal enemy discarded this way at the nearest empty location.

↶ Flip Side

Moving quickly down the avenue to your next destination, you see a suspicious-looking woman in a long coat step out from a nearby alley. You turn down a side street to avoid her and nearly run into a man with a wicked scar running down his right cheek. He takes a drag from his cigarette, tosses it to the sidewalk, and glowers at you. You step back only to bump into the woman you saw before. She smiles. "Where you goin', pal? We just wanna talk."
Spawn 1 set-aside Gang Enforcer enemy engaged with the investigator with the most clues. Shuffle the encounter discard pile into the encounter deck.
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Arkham Nightlife

密謀 1L 7
The moon casts long shadows that reach across the ground like searching fingers. You've always seen this city as home, but tonight Arkham feels like another place entirely.
U After the last clue is discovered from an Arkham location: Discard the top 3 cards of the encounter deck. One at a time, spawn each Criminal enemy discarded this way at the nearest empty location.

背面資訊

Moving quickly down the avenue to your next destination, you see a suspicious-looking woman in a long coat step out from a nearby alley. You turn down a side street to avoid her and nearly run into a man with a wicked scar running down his right cheek. He takes a drag from his cigarette, tosses it to the sidewalk, and glowers at you. You step back only to bump into the woman you saw before. She smiles. "Where you goin', pal? We just wanna talk."
Spawn 1 set-aside Gang Enforcer enemy engaged with the investigator with the most clues. Shuffle the encounter discard pile into the encounter deck.

Long Night

Agenda 2L 7
Your every step is dogged by both the Sheldons and the O'Bannions. It seems like the two warring gangs have put aside their beef to end your investigation.
U After the last clue is discovered from an Arkham location: Discard the top 3 cards of the encounter deck. One at a time, spawn each Criminal enemy discarded this way at the nearest empty location.

↶ Flip Side

No matter where you go, there seems to be a mobster waiting in every back alley, standing casually on the street corner, or watching from shop windows and park benches. It's too dangerous to continue your search, so you head back to Tillinghast's shop. A mob of gangsters intercepts you just a block away. The largest among them steps toward you menacingly, a lit cigarette clenched in his teeth, as his mooks restrain you. "Didn't anyone ever tell you that curiosity killed the cat?" He leans down and puts his cigarette out on your cheek, then nods to his lackeys, who swiftly beat you down with brass knuckles, bare fists, and bricks. Message received.
Each surviving investigator is defeated and suffers 1 physical trauma.
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Long Night

密謀 2L 7
Your every step is dogged by both the Sheldons and the O'Bannions. It seems like the two warring gangs have put aside their beef to end your investigation.
U After the last clue is discovered from an Arkham location: Discard the top 3 cards of the encounter deck. One at a time, spawn each Criminal enemy discarded this way at the nearest empty location.

背面資訊

No matter where you go, there seems to be a mobster waiting in every back alley, standing casually on the street corner, or watching from shop windows and park benches. It's too dangerous to continue your search, so you head back to Tillinghast's shop. A mob of gangsters intercepts you just a block away. The largest among them steps toward you menacingly, a lit cigarette clenched in his teeth, as his mooks restrain you. "Didn't anyone ever tell you that curiosity killed the cat?" He leans down and puts his cigarette out on your cheek, then nods to his lackeys, who swiftly beat you down with brass knuckles, bare fists, and bricks. Message received.
Each surviving investigator is defeated and suffers 1 physical trauma.

Questioning the Gangs

Act 1 2
You need to find out what happened to Tillinghast's shipment. With the increased gang activity all over Rivertown, you think that checking in with the Sheldons and the O'Bannions is the best place to start.
*This act gets +1 R clue threshold. [fast] Spend X clues: Parley. Discard an engaged Criminal enemy with X remaining health at your location. Place 1 clue (from the token pool) on this act. Objective - At the end of the round, if the number of clues on this act equals or exceeds its clue threshold, advance.
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Questioning the Gangs

推進 1 2
You need to find out what happened to Tillinghast's shipment. With the increased gang activity all over Rivertown, you think that checking in with the Sheldons and the O'Bannions is the best place to start.
*This act gets +1 R clue threshold. [fast] Spend X clues: Parley. Discard an engaged Criminal enemy with X remaining health at your location. Place 1 clue (from the token pool) on this act. Objective - At the end of the round, if the number of clues on this act equals or exceeds its clue threshold, advance.

Questioning the Gangs

Act 1 2
You need to find out what happened to Tillinghast's shipment. With the increased gang activity all over Rivertown, you think that checking in with the Sheldons and the O'Bannions is the best place to start.
*This act gets +1 R clue threshold. [fast] Spend X clues: Parley. Discard an engaged Criminal enemy with X remaining health at your location. Place 1 clue (from the token pool) on this act. Objective - At the end of the round, if the number of clues on this act equals or exceeds its clue threshold, advance.
🔗 ArkhamDB

Questioning the Gangs

推進 1 2
You need to find out what happened to Tillinghast's shipment. With the increased gang activity all over Rivertown, you think that checking in with the Sheldons and the O'Bannions is the best place to start.
*This act gets +1 R clue threshold. [fast] Spend X clues: Parley. Discard an engaged Criminal enemy with X remaining health at your location. Place 1 clue (from the token pool) on this act. Objective - At the end of the round, if the number of clues on this act equals or exceeds its clue threshold, advance.

The Sheldon Gang

Act 2
The Sheldons wound up with the shipment. It's up to you to either talk Sadie into a deal, or "convince" her it's not worth the trouble.
Sadie Sheldon gains: "T Spend up to 4 resources: Parley. Test G or I (5). This test gets -1 difficulty for each resource spent as part of this action's cost. For each point you succeed by, place 1 of your clues on Sadie Sheldon." Objective - When damage is placed on Sadie Sheldon, advance. Objective - If there are 3 clues on Sadie Sheldon, advance.

↶ Flip Side

Your negotiations are cut short as Naomi O'Bannion strides into Hibb's Roadhouse, accompanied by a pair of mobsters. "That shipment is mine, Sadie" she says coldly. You duck down as her goons pull out their rifles and spray the walls and furniture with a hail of bullets.
Spawn the set-aside Naomi O'Bannion and Gang Enforcer enemies at Hibb's Roadhouse. Search the encounter deck and discard pile for 1 copy of Gang Soldier and spawn it at Hibb's Roadhouse. If there is at least 1 clue on Sadie Sheldon, place 2 damage on Naomi O'Bannion. Move up to 2 clues from Sadie Sheldon to any non-Elite, Criminal enemies at Hibb's Roadhouse. Each enemy with clues on it disengages from each investigator and gains aloof (while there are clues on it).
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The Sheldon Gang

推進 2
The Sheldons wound up with the shipment. It's up to you to either talk Sadie into a deal, or "convince" her it's not worth the trouble.
Sadie Sheldon gains: "T Spend up to 4 resources: Parley. Test G or I (5). This test gets -1 difficulty for each resource spent as part of this action's cost. For each point you succeed by, place 1 of your clues on Sadie Sheldon." Objective - When damage is placed on Sadie Sheldon, advance. Objective - If there are 3 clues on Sadie Sheldon, advance.

背面資訊

Your negotiations are cut short as Naomi O'Bannion strides into Hibb's Roadhouse, accompanied by a pair of mobsters. "That shipment is mine, Sadie" she says coldly. You duck down as her goons pull out their rifles and spray the walls and furniture with a hail of bullets.
Spawn the set-aside Naomi O'Bannion and Gang Enforcer enemies at Hibb's Roadhouse. Search the encounter deck and discard pile for 1 copy of Gang Soldier and spawn it at Hibb's Roadhouse. If there is at least 1 clue on Sadie Sheldon, place 2 damage on Naomi O'Bannion. Move up to 2 clues from Sadie Sheldon to any non-Elite, Criminal enemies at Hibb's Roadhouse. Each enemy with clues on it disengages from each investigator and gains aloof (while there are clues on it).

The O'Bannion Gang

Act 2
The O'Bannions nicked Tillinghast's shipment. It's up to you to either talk Naomi into a deal, or "convince" her it's not worth the trouble.
Naomi O'Bannion gains: "T Spend up to 4 resources: Parley. Test H or J (5). This test gets -1 difficulty for each resource spent as part of this action's cost. For each point you succeed by, place 1 of your clues on Naomi O'Bannion." Objective - When damage is placed on Naomi O'Bannion, advance. Objective - If there are 3 clues on Naomi O'Bannion, advance.

↶ Flip Side

There is a sound of a struggle at the entrance to the swanky lounge, followed by a muffled scream. Sadie Sheldon bursts into La Bella Luna accompanied by several rough-and-tumble mooks. They crack their knuckles when they see you, and advance at Sheldon's signal.
Spawn the set-aside Sadie Sheldon and Gang Enforcer enemies at La Bella Luna. Search the encounter deck and discard pile for 1 copy of Gang Soldier and spawn it at La Bella Luna. If there is at least 1 clue on Naomi O'Bannion, place 2 damage on Sadie Sheldon. Move up to 2 clues from Naomi O'Bannion to any non-Elite, Criminal enemies at La Bella Luna. Each enemy with clues on it disengages from each investigator and gains aloof (while there are clues on it).
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The O'Bannion Gang

推進 2
The O'Bannions nicked Tillinghast's shipment. It's up to you to either talk Naomi into a deal, or "convince" her it's not worth the trouble.
Naomi O'Bannion gains: "T Spend up to 4 resources: Parley. Test H or J (5). This test gets -1 difficulty for each resource spent as part of this action's cost. For each point you succeed by, place 1 of your clues on Naomi O'Bannion." Objective - When damage is placed on Naomi O'Bannion, advance. Objective - If there are 3 clues on Naomi O'Bannion, advance.

背面資訊

There is a sound of a struggle at the entrance to the swanky lounge, followed by a muffled scream. Sadie Sheldon bursts into La Bella Luna accompanied by several rough-and-tumble mooks. They crack their knuckles when they see you, and advance at Sheldon's signal.
Spawn the set-aside Sadie Sheldon and Gang Enforcer enemies at La Bella Luna. Search the encounter deck and discard pile for 1 copy of Gang Soldier and spawn it at La Bella Luna. If there is at least 1 clue on Naomi O'Bannion, place 2 damage on Sadie Sheldon. Move up to 2 clues from Naomi O'Bannion to any non-Elite, Criminal enemies at La Bella Luna. Each enemy with clues on it disengages from each investigator and gains aloof (while there are clues on it).

Face the Music

Act 3
You've found yourself squarely in the center of a gang war!
Each Criminal enemy with clues on it gains aloof. T Remove 1 clue from a Criminal enemy at your location: Parley. That enemy deals its damage to another enemy at your location. Objective - When the round ends, if there is at least 1 Elite enemy in the victory display, advance.

↶ Flip Side

As the conflict erupts into outright bloodshed, you locate a small crate labeled "Tillinghast Endeavors" in a back room. Keeping low to the ground, you scamper through the fight and back out to the cold evening air. The sound of shattering glass and heavy blows emanates from the building behind you. "Aw, applesauce," says a voice above you. A compact figure clad in black slides down a rappelling line and removes their mask. "I had a whole heist planned, you know. An informant. A calling card, even," Ruby says, tossing a yellow rose on the pavement. "I didn't think you could just walk in and ask politely, but, well, I guess you won fair and square."
(→R1) (page 5).
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Face the Music

推進 3
You've found yourself squarely in the center of a gang war!
Each Criminal enemy with clues on it gains aloof. T Remove 1 clue from a Criminal enemy at your location: Parley. That enemy deals its damage to another enemy at your location. Objective - When the round ends, if there is at least 1 Elite enemy in the victory display, advance.

背面資訊

As the conflict erupts into outright bloodshed, you locate a small crate labeled "Tillinghast Endeavors" in a back room. Keeping low to the ground, you scamper through the fight and back out to the cold evening air. The sound of shattering glass and heavy blows emanates from the building behind you. "Aw, applesauce," says a voice above you. A compact figure clad in black slides down a rappelling line and removes their mask. "I had a whole heist planned, you know. An informant. A calling card, even," Ruby says, tossing a yellow rose on the pavement. "I didn't think you could just walk in and ask politely, but, well, I guess you won fair and square."
(→R1) (page 5).